#đŸ’»â”ƒunity-talk

1 messages · Page 119 of 1

vivid cedar
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is that exe there or not?

celest needle
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No, there only is a folder called "BuiltInPackages" the whole /server Folder is missing

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How can I fix this or whats my next step?

south summit
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Lads why when i enable my animator on a gameobject the gameobject gets an 100%100 scale and rotates 90 degrees?

vivid cedar
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And it looks like you've scaled your object to be absolutely TINY by default as well as rotated, so the animator is probably just writing the scale back to 1, 1,1 and the rotation back to 0,0,0

south summit
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what? might

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is there any config that unables that?

vivid cedar
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If you don't want to animate the scale or rotation, remove those from the animation clip

south summit
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lmao tiny

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😅

vivid cedar
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I mean honestly I would start by getting this object imported at a normal, reasonable scale

south summit
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i ddint noticed

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ok so not bad idea

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soo will be solved?

vivid cedar
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That's one part of it

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again if you don't want to animate the rotation and the scale, don't

south summit
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ahhh right

vivid cedar
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that comes down to your animation clips

south summit
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wait, scale i didnt changed it

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i just animated wepaons

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obviously needs position plus rotation

vivid cedar
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but yeah the rotation - the fact that your "normal" rotation is 90 on the x axis - that's going to be a problem if that's not baked into your animation clip

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you'll definitely need to fix how your mesh is exported/imported for the rotation at least

south summit
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So you're telling me that it's only advisable to use position change? And that I shouldn't use rotation and scale?

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AHHH its bc is blender

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i used blender to animate

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soo is a different axis

vivid cedar
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You need to figure out proper blender export settings to come into Unity correctly

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yes

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it has a different coordinate system

south summit
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or create replicating my owns on the unity engine

slow crypt
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Need teaching I'm brand new to blender and am trying to make a gtag fangame.

keen elbow
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or actually, its moreso just a graphics/shader question in general

minor rune
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what did I do wrong? I exported my model with rigged bones (manual) and it is showing up like this in unity

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I already checked the flipped normals

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its not that

vivid cedar
minor rune
vivid cedar
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yes it looks a lot like the normals on those limbs are reversed

minor rune
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I have face orientation on

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and its not showing red

vivid cedar
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so i'm not convinced it's on

minor rune
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I tried the blender discord already

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im on 4.5

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blender

lapis gate
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should still show blue

minor rune
vivid cedar
# minor rune

if you intentionally invert the normal on one of those polygons what happens? Do you see red show up?

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Does it start to show properly in Unity?

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test it

minor rune
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but I doubt itll show up properly in unity

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also im still learning to rig

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I thought I did it properly

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but I have to rename some stuff

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just bones and vertex groups

lapis gate
# minor rune

may not be in the correct viewport, also I believe you can select specific facings with select all filters

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other things I'd look for is making sure you do apply modifiers before exporting, and smooth by angle/seam might cause problems too, so make sure you just do the basic smooth shading

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auto seam stuff is pretty bad

minor rune
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apply modifiers is on, I know that much

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idk if autoseam is on or used

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I got this model from the asset store for free

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and I am re rigging it for fun and learning

minor rune
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I give up on rerigging the model for now

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I switched my model back in unity

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and now its giving these

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idk what im doing rn

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so how do I fix these

kindred canyon
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Having an issue opening Unity: I make a project on Unity Hub but I can't open the project. I'm using 6000.4.5f1 on a M5 Pro Macbook is anyone else having issues with this? Unity 6.4 supports apple silicon... so I'm not sure what the issue is.

pure hound
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i just pressed this button and completely screwed my camera up on my scene, how do i fix this real quick?

potent geyser
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?ban 958808618692669491 bot

novel scarabBOT
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dynoSuccess yooo0000 was banned.

river flare
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đŸ€Ą

fast latch
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I wanted to ask am I on the right path? I got the unity essentials done and now i am doing Create with Code and after that i will do Junior Programmer pathway and Game dev pathway? I am also working on my personal project while i do that on the side

uncut karma
fast latch
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i am just importing the assets from unity store and i made a UI screen myself before starting any of these courses so i kinda learned the basics hard way and most of the essential stuff i did while i was just setting up the project

uncut karma
# fast latch its a 3D food truck simulator i am just making the map rn but i am gonna add fea...

Ah lovely. Yes that is one good way to go about it. You can also think about your game in terms of smaller modules/components. Create smaller side projects building out that module/component, learn what works and what doesn't. One you feel you have the all the skills needed build them from scratch in your main project. It can be helpful to be able to break down a project into as many small parts as possible. Helps it also feel more achievable when it get large. It's helped me.

Regardless of which way you go about it you will always find that as you become a better developer there will be things you need to go back and iterate on simply because there's a much better way of doing it. It just comes with the territory.

uncut karma
fast latch
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perfect! thank you for the advise I will keep it in mind for sure!! Thank you!

uncut karma
stark agate
hearty willow
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my first message matters, this is what people will see when they check my messages list and sort by oldest...

tropic shale
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anyway someone can help me find out whats wrong i made sure to put the sholders with the chest but vrchat saying otherwise and it shows its all well in the list

copper gust
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!vrchat

vagrant rootBOT
hearty willow
potent geyser
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There is no off topic here.

potent geyser
barren owl
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today i have woke up and had the random motivation of making a cyberpunk souls like!!!!

proud rose
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Hey guys i am trying to upload my game as WebGL but the WebGL version looks like this (img 1) instead of this (img 2)

latent meadow
steep pawn
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anyone know why this happens when I import the fbx to unity from blender and overwirte the old one

sage basin
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!ban 1499642734984826899 off-topic advertising spam

vagrant rootBOT
latent meadow
steep pawn
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ah thank you

gusty abyss
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there should be a voice chat channel so we can get oblitorated and game jam and produce a free game once a month and have a crowdfund page

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srry im feeling a little bit inspired right now hope it lasts

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i wanna make a indie game like fat princess on the ps3 but better

latent meadow
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English server. please use a translator, or talk in DMs @ drthunder

fair cove
latent meadow
charred fog
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@severe portal Don't ping people not in conversations with you. You've been directed where to make collab posts already as well.

severe portal
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Bro he is my friend

storm patio
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we don't know that, and have no way of verifying that. for all intents and purposes here it's just another random person

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if you'd like to chat personally with your friend, you can do so in DMs

icy leaf
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Hey, I'm completely new to gamedev. Where should I start? Should I start by following a youtube tutorial step by step to make a game that is not in my head, or start trying to chip away at small bits of what I want to do?

storm patio
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!learn

vagrant rootBOT
storm patio
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start small with tiny, self-contained projects to build up skills first

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start trying to chip away at small bits of what I want to do?
if you do this now you will probably end up fixing a lot of dumb shit beginner you did that is obviously not good long term in retrospect lol

icy leaf
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So should these projects be self contained parts of my big game?

Say I want to make a game with blocks like in minecraft, I should make one project file specifically and only for adding block features?

storm patio
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think about what your dream project entails, all the little features, mechanics, visuals, audio, effects, etc

it would be absolute hell to learn all those things at once

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and the resulting project won't be very good - it'll be hard to work with, since you made stuff when you didn't have much experience yet

icy leaf
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Right, yeah

storm patio
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making smaller projects to learn the ropes makes that process much easier since you can play with more isolated aspects

icy leaf
storm patio
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So should these projects be self contained parts of my big game?
definitely not parts. you can use the big game as the basis or inspiration for that small game, but don't expect to compose them into your big game later

storm patio
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the "one project file" for learning that feature part is kinda up to you. i have a single project that i use for throwaway testing, but multiple could work as well

icy leaf
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My goal for today is to learn how to implement Minecraft style blocks into a game. No behaviour like mining or placing, just the blocks for now.

plain iron
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I havent really started working with visuals yet aside from a few small things. I hear people often complain about Unity because of some kind of "serialized" aspect of it where visuals and some other things live inside unity or something independent of the code and apparently thats normal for game engines? Is anyone aware if Unreal engine C++ has this same problem?

dusky forum
storm patio
icy leaf
plain iron
icy leaf
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Just a scene where a player can move around and bump into blocks, and maybe place them

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Doesn't need to be polished at all

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No terrain generation

storm patio
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i also don't think that's a problem, separation of concerns is typically a benefit

plain iron
storm patio
storm patio
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there's not much to go off of there

dusky forum
wise yacht
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Does anyone run into this problem? If i setup an inspector field like so on some gameobject/scriptable object:

[SerializeField] private MyComponentHere obj;

then i'm able to drag in a prefab which has the MyComponentHere component attached to its root. However, if I press the small circle button to get the asset browser (the one that has Scene and Assets options), it doesn't show me anything, even if there are prefabs in my project with MyComponentHere as their root.

latent meadow
plain iron
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I am pretty sure the prefab system is code independent so i imagine that would be 1 aspect of it

storm patio
copper gust
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You can enable the “newer” one in preferences(?) iirc but it requires automatic indexing from time to time

wise yacht
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Ooh ok I'll have a look at that

storm patio
plain iron
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Brother anyone who does game dev pro would know what im talking about

storm patio
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many many apps in software have this kind of thing, im not sure it would have a specific name

plain iron
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Well there must be something unique about unity if i hear game devs of other platforms complain about it

storm patio
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unreal and godot and gamemaker and every other engine will have things that aren't portable to other game engines too

storm patio
copper gust
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serialised and/or baked assets in resource files vs. games like slay the spire and balatro having their content baked directly into scripts?

copper gust
storm patio
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(also, might i add - there are 2 kinds of engines, those that people complain about and those that people don't use)

copper gust
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i hate unity it’s awesome

plain iron
copper gust
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Those people are dumb or wrong or you haven’t understood their complaint

storm patio
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part of your game basically has to run in unity features.
this is true for every engine
You cannot just write up a game and expect it to work in unity even if ur coding in the game engine's language, i think
this is not true

copper gust
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you can make a unity game with 0 game objects

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0 serialised assets

storm patio
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you could probably have a single empty scene and manage everything through code. it'd be hell but it's possible

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there are callbacks that run on the main thread

copper gust
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it’s not even that bad tbh

storm patio
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well, true, would just be a pain (relatively) to bootstrap

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the rest would be relatively typical

dusky forum
stuck flower
latent meadow
uncut karma
pastel onyx
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Hey guys I had a quick question

pastel onyx
uncut karma
# plain iron Well there must be something unique about unity if i hear game devs of other pla...

What you might be trying to articulate and please correct me if I'm wrong sort of ties back into the old argument that games end up being better in Unreal? Not saying you agree with that sentiment has been around for a very long time. I'm not sure if this is still the case but I remember back in the day this visual argument stemmed from the fact that when you created a new Unreal project post processing was automatically enabled which gave the impression that the engine just had better visuals out of the gate.

Of course I don't agree with any of that and you can make a bad game in any game engine. It can be a visual nightmare and a technical disaster. That's often no the engine's fault but the developer/s.

Unity isn't perfect. No engine is. Still today I believe texture streaming is an issue for Unreal. I could be wrong there as I haven't used it in a while but I remember that always being a 'feature' of UE games.

pastel onyx
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Godot has a nodes system for game development, you make stuff in games by using nodes. Nodes have properties like mesh renderer, collision etc. the system is good and easy but it's not really good enough for making big games and the physics engine of godot is BAD.

Unreal has an entity system for game dev and logic where there is stuff like pawns and actors and stuff like that, it's good and fast but the learning curve is higher.

Unity is a bit different and EXTREMELY easier since it uses 3 things for game dev and logic. Scenes, Gameobjects and Components. Scenes are like levels that can also be used in stuff like the main menu, Gameobjects are any objects in a scene, components are attached to gameobjects to give them properties like physics, mesh, sounds, lights etc. components can also be custom Scripts made by the dev.

plain iron
# uncut karma What you might be trying to articulate and please correct me if I'm wrong sort o...

I guess I mean like you could not just take the master folder of your game and go show it to some software developer and they could look at it and determine (If they were smart enough) how everything works together. But my perception of unity is that (And some people really dont like it) that you could literally not tell a fair amount of what a game is and how it works just based off looking at the master folder. Because unity has a lot of unity specific things that basically your game 'lives on' rather than beign its own holistic product. Some people say you could create a game (No i dont mean like snake or 2D) merely from just typing code. And i do not think that is the case of being possible for unity and people dont like it

copper gust
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It is possible in unity

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You can determine what engine a game is in by looking at any game

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that is a worthless fact

plain iron
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How is that possible if (I think) visuals live in unity and not the code. And i dont mean making some jank vertices mesh with code or something

pastel onyx
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You can just look at stuff in a folder

copper gust
plain iron
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right but i think the alternative is like really really bad alternatives

copper gust
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you can load them via file easy, or draw directly

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Yeah thats why unity provides their own solution

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what other option are you expecting

dusky forum
rough field
copper gust
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(Making meshes from code is not necessarily jank btw)

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It kinda feels like the equivalent of driving into a mcdonalds drive thru and being mad they offered you fries

plain iron
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Well im not mad about it because i dont fully understand the complaint that i see unreal people make about unity in this aspect

stuck flower
copper gust
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No one here understands it either

plain iron
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There is something here fundamentally different between UE and unity and im failing to understand

copper gust
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a ton of things

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they are different

plain iron
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But this sounds exactly like what UE people are criticizing. I AM SO CONFUSED

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I am going to crash out man

copper gust
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what sounds like what

pastel onyx
stuck flower
abstract umbra
# plain iron I am going to crash out man

As I understand it, you’re trying to choose a game engine based on earlier discussions. It seems like you’re focusing too much on potential future problems that each engine might cause.

At this stage, that might not be the most helpful approach—especially if the questions and goals aren’t fully clear yet. Instead, it would make more sense to focus on what you actually like about each engine and what works best for you right now.

In other words, choose based on the strengths that appeal to you, rather than getting stuck worrying about possible downsides that may never become relevant.

copper gust
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em dash jumpscare

plain iron
# pastel onyx Ok man tell me what's wrong

Thats the problem im mentioning something that i hear UE devs say in passing criticizing unity and i dont fully understand what they mean. Like they expect games to be discernible all from code like the roller coaster tycoon example, except scaled up to much bigger games

copper gust
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That doesn’t sound like something unreal devs would say

storm patio
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if you're confused about stuff UE people are saying, perhaps ask the UE people to elaborate

stuck flower
copper gust
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and specifically not how unreal works

pastel onyx
plain iron
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Wait wait wait

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Can visuals in UE be seen in visual scripts or something?

pastel onyx
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Dude just tell me you have no idea how game dev works?

plain iron
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I dont mean like store in a .asset folder

copper gust
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yes, in any engine yes

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it has to be yes

pastel onyx
plain iron
copper gust
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those people are either wrong or you misunderstood them

pastel onyx
copper gust
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you can’t

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it’s not public

abstract umbra
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just watch some youtube videos for most popular game engines comparison(minimum 5)

copper gust
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but you don’t need to because there’s public functions for it and every engine has to do it otherwise how could it load it any other way

stuck flower
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Unreal engine barely uses actual code at all

plain iron
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But blueprint seems annoying

stuck flower
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It's all UE-specific bespoke file formats that can't be used anywhere else. Unity is at least mostly plain C#

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Just referencing a Unity library

plain iron
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All of this sounds so similar to their own criticisms of unity whatever man

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Im just going to ignore it, but thanks for all ur clarifications

stuck flower
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Whatever weird criticisms you heard were misunderstood by them not knowing unity and you not knowing anything so we're trying to make sense of something twice-removed from reality so it's pointless to try to divine whatever idea you've imagined into a real criticism

pastel onyx
plain iron
pastel onyx
uncut karma
# plain iron I guess I mean like you could not just take the master folder of your game and g...

That's just software development in general though. To be clear, as others have stated. All of the scripts, assets and extensions are available for browsing in the project folder. It's accessible. Whether or not it's easily understood is a matter of project architecture, the size of the project and the person reviewing the project.

But none of this is limited to game development. That's just software development in general.

icy leaf
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I want to add a block placing function with the grid that already exists in game

pastel onyx
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Whatever guys I need some small help

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I need a new animation software

icy leaf
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How do I go about this? Do I add a player first or do I add the grid first and a function to make all blocks appear within the grid?

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Where should I look?

storm patio
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make the underlying systems first, eg having a grid

pastel onyx
# icy leaf

So you want to make something like minecraft?

copper gust
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if this is your first game this might be quite a bit to take on

pastel onyx
# icy leaf Yeah

I suggest you make a player controller first.

And then work on the placing system

icy leaf
plain iron
pastel onyx
copper gust
icy leaf
dusky forum
copper gust
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!learn

vagrant rootBOT
copper gust
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Is a good starting point too

icy leaf
pastel onyx
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Now I'm rebuilding my portfolio

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Currently I'm making a awesome pizza delivery game

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Before this I made a Postal 2 remake

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And before this I made a doom like fps shooter

icy leaf
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I'll try this first and if it doesn't work I'll copy some youtube tutorials. I'm gonna see which works.

uncut karma
pastel onyx
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If you ask me then I make open world games mostly

uncut karma
icy leaf
# uncut karma I'm not saying don't do it, I'm just encouraging you to dig a bit deeper than wh...

Hello everyone! I know what you're thinking, "Not another Minecraft Clone, ugh." While you are correct about that for now, it won't stay that way for too long! Once the basics are in and working, we'll get to implement a novel Dual Contouring system. (or Naive Surface Nets, since I don't use a QEF) But for now, I present: Cube.

Github Repo:
ht...

▶ Play video
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I see this tutorial but Doom said to add a player controller first

uncut karma
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But if you spend the time playing around and testing and extending on what you've learned then that will go a long way to retaining the information.

copper gust
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I’m just a random Internet stranger and whatever you want to work on is probably the best option if it gets you doing stuff but ideally your first couple projects while learning how unity works probably wouldn’t have procedural generation or block placing/destroying in them at all

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It’s kinda like trying to write a book in a language you can’t speak

abstract umbra
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destroying is actually super easy, unless you want some fancy visuals

icy leaf
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I need to know how to add a character and player controller to hierarchy first 😅

uncut karma
copper gust
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understanding how components work, basic c#, raycasts etc etc cone way before grid systems

icy leaf
copper gust
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probably neither

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tutorials covering those kinda things specifically of super introductory tutorials that go over that stuff along the way

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eg

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!learn

vagrant rootBOT
abstract umbra
uncut karma
# icy leaf Do I need to read a c# book or just the parts I need in the documentation?

As IAmBatby has directed you to there's a lot of free information out there. The fact you've opened unity is a good start. You need to learn the basics. By that I mean what the basics in the engine are. From the layout, scene view vs game view. The Inspector. Components. Al of that before you even start writing code. That should all be on the Unity. The 'Tour the Unity Editor' over via the Unity Learn link would be a good place to start.

icy leaf
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This tutorial is pretty cool

uncut karma
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Brackeys has a lot of helpful tutorials that cover engine layout. The problem you have at the moment is that you don't know what to search for to do the thing you want to do.

uncut karma
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It's a problem we all had at one point.

icy leaf
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Trying to read a dictionary while blind

uncut karma
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Not quite as bad but I appreciate the sentiment 😊

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This is what I did before getting into game development. I made a whole bunch of games from tutorials that had nothing to do with the game I wanted to make 😄

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But the end result was learning.

icy leaf
uncut karma
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Learning things that would eventually end up being useful.

uncut karma
# icy leaf Unrelated question but how close was the idea in your head to the actual game, a...

Close, but as you highlighted game design/development is an iterative process. Often what you draw or design seems like a fun idea in isolation but once it's online with other features it might not feel as fun or it might not just be what it needs to be so it evolves. Even if it lands really well the first time you will most likely make changes down the line for similar reasons that are driven by other features or it's now the combination of features that gives you a new idea which you just never would have thought of before until getting things into a functional state 🙂

icy leaf
uncut karma
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The joys of game development.

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Or just software development in general.

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But don't worry. Games are just a bunch of tiny problems 🙂

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You work them out one at a time.

uncut karma
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Still have your game project and try to dabble in it when you can but if that is your focus now, you might not progress very far with it because of the challenges. But if you achieve smaller projects from start to finish that can really encourage you. You can also then get those games in the hands of your friends and start getting feedback. Constructive criticism seems like an easy thing to receive but it can be quite hard so getting good at that is also really important.

harsh light
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anyone have a quick link on how i can upgrade me unity plan to include MCP connections? Was working last week and apparently now i need to upgrade me plan to allow them

ivory stream
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Where's my create action button guys?

vivid cedar
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click that and double click to open it from the project window

uncut karma
# icy leaf Awesome

All the very best with it! Although not exactly the grid based system you want/need perhaps start here. It's a tower defence series by Brackeys

https://www.youtube.com/watch?v=beuoNuK2tbk&list=PLPV2KyIb3jR4u5jX8za5iU1cqnQPmbzG0

Learn how to make a 3D Tower Defense Game using Unity! In this video we create the foundation of our map.

❀ Donate: https://www.paypal.com/donate/?hosted_button_id=VCMM2PLRRX8GU

● Download Tower Defense assets: http://devassets.com/assets/tower-defense-assets/

● Download Project on GitHub: http://bit.ly/29rvq0Y

··········...

▶ Play video
icy leaf
uncut karma
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It will teach you a lot of fundamentals

uncut karma
violet thunder
uncut karma
near wigeon
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imo more important comment the thought process to why you used a specific way of doing thing ,rather than explain what specific lines of code do. Good code is pretty self evident on what it does

uncut karma
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Which is why working on lots of smaller projects that require a lot of similar core fundamental code can be helpful.

ivory stream
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By accident i clicked 7zip to open this script and now i dont know how to change it ): Where can i reset it?

storm patio
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the Player_Movement script?

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check your preferences > external tools and make sure the right ide is set, i guess?

ivory stream
gray frigate
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double clicking the script may still use the Windows file association

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i'm actually not sure how that works

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so, if you have the right editor set in External Tools but it's still opening wrongly, you'll need to:

  • browse to the project in Explorer
  • right click a .cs script
  • use "Open With" to select the right editor
ivory stream
gray frigate
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you'll hit "Choose another app" to pull up a window that lets you pick an application and make it the default

ivory stream
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Translation

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Ops

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I meant

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,,You cant open a file

gray frigate
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(this is done entirely outside of Unity; i am talking about Windows Explorer)

ivory stream
violet thunder
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It's not something I did but I've seen people do it, might work for some, depends on your learning style

near wigeon
gray frigate
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yes, these comments are, at best, useless

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at worst, they are wrong

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I write comments when I get surprised by something

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okay, sometimes i just write comments because i'm annoyed

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here's a better example

near wigeon
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// it is 4am, i should be sleeping but here I am trying to fix a bug

gray frigate
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this is part of a function that places objects along a series of points

storm patio
violet thunder
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A lot of my comments are also basically just keywords for easy searching in the IDE

gray frigate
storm patio
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i used to use //-- a ton as a temp marker lol

gray frigate
#

i recently saw someone have an interesting problem where a value was getting serialized even though it was private

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i remembered observing this behavior in a game over a year ago

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% git log | grep NonSerialized -C10

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bang, found the commit where I fixed a related issue

storm patio
charred fog
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I encountered that when I think I was doing a custom inspector and kept hitting a recursion warning about serialization. Because Unity internally serializes everything as well.

gray frigate
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commits I submit to other people's repos get very extensive messages

charred fog
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I was doing a circular reference and it really did not like it

gray frigate
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can you guess which one i wrote 💔

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i mean, the names are in there

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i think i ruined the mystery

brisk inlet
#

@gray frigate Is this how I should comment my code? I don't want to leave too much to the imagination...

gray frigate
storm patio
#

i feel like this would, ironically, be 100% up to the imagination, because no-one's going to read that lmao

gray frigate
#

the cherry on top would be if the function didn't actually work right

#

it just decremented currentLine or something

storm patio
#

technically that comment is documenting the field

storm patio
gray frigate
#

i've seen that style before, but i haven't seen it formalized

opaque silo
#

Can we talk about some devs who drastically increase their prices just before the launch of Flash Deals so that when it is discounted it just falls back to the regular price ?! Customer get tricked by this greedy behavior ! đŸ˜€ reminds me increasing prices from Black Friday period...
Can the UAS indicate the last 30 days maximum price of an asset without discount ? At least give the possibility to let the user explain why the price is changing up/down somehow ? either for temporary deal regardless of Unity promos...

charred fog
brisk inlet
ivory stream
#

Why I don't have ,,move" option in player movement?

abstract umbra
regal cobalt
#

needs to be a public void to appear on the dropdown

covert turret
#

Guys! I bought a game template, in order to publish it, do i need to absolutely redo everything from character models to ui and maps, or can i just change a thing or two

potent geyser
#

That's up to the license of said game template. But one might assume you could technically upload it as is. But good luck getting any traffic for a 1:1 asset flip. It's not the secret to making money.

#

What template is it?

ivory stream
potent geyser
#

You have no Move method in this script.

gray frigate
#

oh, were you expecting to be able to modify moveInput, pethaps?

ocean night
gray frigate
#

you're using the "Invoke Unity Events" mode

#

so, see that section

ivory stream
potent geyser
ivory stream
gray frigate
#

You've skipped a step for sure

covert turret
# potent geyser What template is it?

It's the Squad Shooter from Watermelon Games, I run a few youtube shorts channels where the main audience is kids, I've worked with some mobile games before, but i'd like to own my own asset that i can promote, therefore traffic isn't a problem i'd say. I don't have any experience in Unity or whatsoever, I'm wondering if it could be worth giving it a shot and whether i need to put a lot of effort in remaking the template :)

potent geyser
abstract umbra
ivory stream
covert turret
potent geyser
#

That's up to them, but they're cracking down on low effort uploads.

violet thunder
#

Are you sure your ground check is properly detecting the platforms as ground?

#

Should probably show your code (in a code channel) to get more help

shadow heron
#

I have been using a spherecast for ground detection and sometimes when the player / ball ends up in a area where the ground is uneven like in the imagine the player gets stuck. I want to make a better ground detection system. Do you think I should stop using spherecast and use multiple rays like in the image shown? any suggestions?

violet thunder
#

Sounds more like a slope handling issue than ground check issue

#

Couldn't the player for example jump out of that hole?

#

Or you can allow it to walk on steep slopes (like in the image) for a limited time, to get out of crevices

potent geyser
#

Either let the player just jump out, reset their position or solve this in level design by knowing your constraints and not making such sharp pits like that.

gray frigate
#

Why does the player get stuck?

#

Are they considered airborne?

pastel onyx
#

Hi so I have a small problem

#

I need a new animation software, I've been using Mixamo for a long time now and I'm a happy man.

The point is that I need an animation of 2 humans dancing together with holding hands and stuff

#

I'm not really interested in making my own in blender since it's pretty hard

violet thunder
#

You can only get so far with libraries of premade anims like mixamo, when you need a very specific animation. Either look for other libraries, hire an animator, or do it yourself

stuck flower
icy leaf
#

I did this and it was pretty fun. Just paste in someone else's script, lol

#

I understand a bit of it but I wouldn't be able to write the script from scratch by myself

pastel onyx
#

Copy enough times until the brain adapts

harsh light
#

not until you try ❀

pastel onyx
#

It's like studying shit in history

#

At first it's hard to remember names

#

Some time later you would know who farted near the leaning tower of Pisa in 534BC

storm patio
storm patio
#

doesn't read like that, some beginners could read that and take it as advice

pastel onyx
violet thunder
#

Custom character controllers can get super complex too, depending on your project needs and map geometry
Lots of annoying edge cases

pastel onyx
#

I believe that when you copy you learn

#

Memorizing for me includes understanding the script

#

Unlike other guys

storm patio
stuck flower
#

"Memorizing" code isn't learning it. I can repeat "Omelette Du Fromage" as much as I want but that doesn't mean I know French

storm patio
tranquil swallow
#

Man it's funny seeing unity ai come and everyone is just asking "can I get it to work with claude code"

drowsy lintel
#

@prime hearth can we talk in DMs?

#

-# you probably know what I’m gonna ask you


storm patio
#

right let's not do that here thanks

stuck flower
#

Considering that user literally has never posted anything in this server, I'd say this counts

drowsy lintel
tranquil swallow
#

oooh a business kerfuffle?

stuck flower
potent geyser
#

You haven't actually described how "you're already doing that".

#

Nobody can hazard a guess unless they understand what you're actually doing.

gentle saddle
#

Something weird happened to me. I tried to implement the Cinemachine Target Group camera system, and after I manually added two objects to the group and changed the radius, the camera flew away and didn’t come back—even after I reverted everything (even Ctrl + Z didn’t work). But as soon as I start the project, the camera flies back 👀 . Can someone help me with this?

potent geyser
#

Probably need to show a video of the issue

untold gale
#

guys is there a way to make the void the same as the sky? i used to simply make clear flags color blue

gray frigate
#

For HDRP, you'll want to use a "Visual Environment" volume component to control what the sky looks like

#

you can pick a Gradient Sky, then just make all of its colors the same

#

(you'll need to also add the Gradient Sky volume component, to control what the gradient sky actually looks like)

#

you can set both of these up on this object, which should have a Volume component

rocky moon
#

Can a flight simulator work out in unity?

#

Especially that I wanna make every button functional

potent geyser
#

I don't see why not?

worldly cave
rocky moon
#

I only saw flight Sims being made in unreal engine so I was wondering

gentle saddle
#

I can send you if you wanna see it

potent geyser
#

You can post videos here

rocky moon
potent geyser
#

This is way too far from the world origin. You need to center your world around the 0,0,0.

#

What is the position of your enemy model, for example?

gentle saddle
#

I KNOW MAN! But the camera just flying away, I can't....

worldly cave
#

your camera isnt flying away, it is away, some 50k units away from the center on all 3 axis, and is trying to come back

gentle saddle
#

I can't EVEN reset the camera, just flying away after I try the reset it...

worldly cave
#

something is changing the transform of your camera at runtime

potent geyser
#

What is the position of the the other target in the group?

gentle saddle
#

Okey I'm making another video to show you 😄

tawny quail
#

Is the target group supposed to be a child of the cinemachine camera Sus

gentle saddle
#

I tried to set the position to 1 and then it overrides

worldly cave
#

what are the transform values of "CameraFocus "

stuck flower
#

Move your target group off of the camera.

gentle saddle
#

do you the camera what it gives me when I create a target Group?

stuck flower
#

Don't make the target group a child of your camera

gentle saddle
#

wellll. It works lol

#

I watched a tutorial where he put under that's why I did it too

stuck flower
#

What tutorial?

gentle saddle
#

On udemy from GameDev 😄

stuck flower
#

Can you show a screenshot of where it's made a child object in that tutorial?

gentle saddle
#

sure, it's an old video btw but, so he is not using the current version, just give me a min

stuck flower
#

Is this Cinemachine 2 or 3?

gentle saddle
#

I don't know, as I said it's an old video

stuck flower
#

It's probably Cinemachine 2 then, which you don't appear to be using.

gentle saddle
#

I will pay attention to it, thanks for the help. You saved my sanity xdd

#

and sry my english is not the best yet 😄

brisk inlet
#

those trees look like WoW trees in goldshire

gentle saddle
#

kinda 😄

chrome meteor
#

Hi

tame plume
#

I wan to try the new AI assistant, but I click on agree and install and it seems there are errors in package dependencies. Anyone else experiencing this? I am 6000.3.3

upper widget
#

Is there anyone that could help me with the Navigation Mesh stuff? The Nav Mesh for my project won't bake

turbid vapor
turbid vapor
#

People, what shaders use for the standard palm in the URP?

plain dagger
plain dagger
# turbid vapor Simple Lit

alpha cut out or disable "preserve transparent alpha" or similar i forget the exact option
also adjust metallic + specular as needed

turbid vapor
stuck flower
#

Who are you quoting

worldly cave
#

I just googled it and i fail to see whats so special about that specific kind of phone?

#

looks like a run of the mil android phone to me

#

why would anyone need specific technical testing for that device?

covert turret
#

anyone knows a good place to hire devs for some simple work

#

😔

vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
‱ ** Collaboration & Jobs**

plain dagger
plain dagger
plain dagger
turbid vapor
tardy bridge
#

Hello, a stupid question for today 🙂
For Unity 6, what is more efficient/optimal and takes up fewer resources/calculations?
Box collider or Mesh collider (convex or not)
(maybe something changed in the latest version of unity)

stuck flower
#

Primitive shapes will always be better than a mesh collider

tardy bridge
#

and by primitive, you mean.. box colliders? 😅

stuck flower
#

Box, sphere, capsule

worldly cave
#

surprisingly no cylinder

tardy bridge
#

so from those imported assets, with mesh colliders already in... I have then to remove everything in order to add box colliders (for doors, structures, buildings and so on), right?
Are you doing this in the same way?

median slate
#

been tryna look for a solution to this issue so imma try getting help here

I can't drag anything into my project, and now, i cant drag anything inside the unity project, cant drag folders into folders now! and i really dont want to be forced to use explorer every time, it gets to a point... :,]

#

i used to have google drive back up all my projects but i realize that could be the cause of the issue, so i disabled it, but no luck :[

storm patio
#

that generally is an issue in itself btw, you should not try to sync projects like that

#

there are a lot of volatile files

worldly cave
#

If you need to backup your project use version control

storm patio
#

if you want backups, the proper way is to use vcs, but you could also copy the project into a separate drive as a temporary thing

worldly cave
storm patio
median slate
#

elaborate? I really only have surface knowledge on unity, i do want to add

worldly cave
#

go into the project files

#

find the "Library" folder

#

and delete it

#

then reopen the project

storm patio
#

while the project is closed

storm patio
#

in your project folder there's a Library folder that's used for caching and more volatile data (one of the reasons you shouldn't sync projects)
sometimes stuff gets messed up there (should you blame caching?)
deleting the folder (while the project is closed) and then reopening the project lets unity rebuild the library, hopefully clearing up any corrupted stuff (if that was the cause)

median slate
storm patio
#

wow, unity 2022 supports windows 7?

worldly cave
#

Maybe it doesnt

#

and maybe that might be the cause of some issues

storm patio
#

yeah no it apparently does

#

make sure you're not opening the hub/editor as administrator, iirc?

abstract fog
#

Anyone have trouble with puppet master? I set it up and it worked but I set up a new model and it balls up

median slate
abstract fog
#

It’s not what it looks like

#

I’m making a mission similar to another vr game where you kill Osama

vagrant pawn
#

Guys I have a game Idea really cool one I just dont know how to make proper games but I can code anyone intrested

vagrant rootBOT
vagrant pawn
vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
‱ ** Collaboration & Jobs**

stuck flower
#

But ideas are cheap. If you want to make it, you should probably learn to make it yourself.

vagrant pawn
stuck flower
#

So look at the bot message that tells you where to go

ivory sage
#

Hey guys

#

i subscribed to the unity ai thing, it says it contains 1 mcp connection

#

but i still cant connect my claude code mcp

potent geyser
#

Looks like someone had that question too.

abstract fog
#

Do people help in this channel or others?

potent geyser
#

All channels are help channels

abstract fog
#

Ok

#

How about for add one

#

That I got from the unity store

worldly cave
#

unless its a really popular addon

#

we literally wont be able to help

#

check the addon itself on the asset store, see if it has a link to any discord server or maybe github discussions page

mint gull
#

Can i change how the builds are saved, what folder it goes into and whether it makes a subfolder

#

Its saving into the builds of a different project and also all over the place in the builds folder, super confusing

#

and i dont understand why i cant name the build before it saves

stuck flower
#

Whenever you click build it'll ask you where to put it

mint gull
#

ok it doesnt ask me at all i may be pushing the wrong button

plain dagger
#

build and run will use what you chose before btw

stuck flower
plain dagger
#

so dont use that next time

mint gull
#

this all i got

plain dagger
#

build profiles

#

oh man have you not looked in there???

#

you were picking the lazy quick build option

mint gull
#

I did but i didnt see the just build button

#

thanks

plain dagger
#

its there when you select a platform

mint gull
#

now i have to unclutter whatever the hell happened to my builds folders

stuck flower
median slate
#

elaborate?? I dont know what that means/what to do :[

storm patio
#

was there some part of that you didn't understand?

gray dirge
#

The instructions earlier were quite clear, if you didn't understand them, you should have asked directly what part was unclear

stuck flower
#

you just not reading answers or what

median slate
#

oh what????

stuck flower
#

Whatever custom discord client you've got is broken

median slate
#

i guess vencord is tweaking, never had that happened before

storm patio
#

the first gif you sent also embedded fine

median slate
#

weeeird

worldly cave
#

your discord client specifically is tweaking

median slate
#

so sorry about that lol

worldly cave
#

im surprised people still risk it with custom clients especially after that ban fiasco a few years ago

storm patio
#

(though, gifs aren't great for showing issues, can't pause or scrub)

median slate
#

honestly this server has been kinda slow, dont know why

#

like my other servers are fine but like

#

everyones missing lmfao

#

okay i just restarted my discord

#

its all good now

silent mica
#

Is it about time to move to a more supported software stack? 😛

median slate
storm patio
#

unity 2022 does support windows 7, not sure what you mean by that

median slate
#

oh

#

didnt know thaaat

#

i guess i meant like, im not using 7

storm patio
#

ah

#

well, that could be the issue then

median slate
#

I honestly would be shocked lol

worldly cave
#

am i tripping or you emphasized the wrong word there

storm patio
#

speech emphasis to text emphasis is wonky af

median slate
storm patio
#

i read it fine tbh

#

but i feel like i emphasize the wrong thing a ton when i try to apply speech emphasis

median slate
#

awful first impression, hi im jakej and i make vrchat avatars from time to time

storm patio
worldly cave
#

let bro catch one win today

median slate
#

oh i know, sarcasm

median slate
abstract fog
#

Anyone have trouble with puppet master? I set it up and it worked but I set up a new model and it balls up

mint gull
#

any tldr on how to use unity version control

storm patio
#

probably the manual

mint gull
#

isnt that the too long part of the tldr

mint gull
#

i watched 2 youtube videos and they didnt really explain what im actually supposed to do

storm patio
mint gull
#

Ok what i want to know is what buttons to press to make a new version to edit and what button to press to merge it back to one

plain dagger
#

cool now back to the docs!

mint gull
#

I read the entire page linked and then clicked more help and read the link on that too and it didnt explain

plain dagger
mint gull
#

not just pending changes

#

I dont understand if the changes im checking in go to the main branch or the workspace im on

#

then i dont understand when my branch is finished how do i merge that back to main or if im supposed to

plain dagger
mint gull
#

i have to make major overhauls not just little edits so I want to have a totally isolated version to make sure its completed and working afterwards instead of incremental progress on main

plain dagger
#

yea then working on a separate branch till its ready is the way to go

mint gull
#

instead of merge to

#

i dont know which one to merge from

#

main or the branch

plain dagger
#

If you want to merge foo -> main then you need to checkout main first and then merge in foo

#

the idea is you merge some other branch into your current one

mint gull
#

what is foo

plain dagger
#

placeholder name

mint gull
plain dagger
#

im just explaining how this works with examples 😐

mint gull
#

right im just saying i have two versions and i dont know which one to press the button on

plain dagger
#

it all depends on the source and the destination

tropic oyster
#

Guys I'm trying to data model my world and I'm frying my brain going in circles. And I try to simplify only realize my "simple" approach is not simple and probably won't scale lol

plain dagger
#

your current branch must be "destination" so you can merge "source" INTO that

mint gull
#

it literally says the words merge from

plain dagger
#

from -> to

tropic oyster
#

does high level data modeling and abstractions count as "programming topics"

mint gull
plain dagger
#

then there are no changes to apply with such a merge

#

it does say that

mint gull
#

but i still have two branches

#

and i never merged them

plain dagger
#

doesnt mean they are different

#

This may mean you are doing it backwards too

#

as id presume your feature branch has more changes compared to main

mint gull
#

yea idk ive tried a bunch of buttons this is not working

#

thinking about just making a new project and copy pasting everything over and completely redoing this

cursive abyss
#

Hey guys i wanted to know if there is any way to create an Soft UI Background Shadow for like text oder Images. I asked chatgpt but he didnt gave me what i wanted and i dont find any tutorials

mint gull
#

is there a way to do version control just by backing up on my pc

worldly cave
#

you can use git and make a local repository

mint gull
#

I tried copy pasting the whole folder and then just starting a new project but it gets a bit messy, is there a native way to package all the scripts and scenes into a neat little folder

#

all these programs have so many features that i dont care for

#

watching this video on git and hes saying this is bad when this is exactly what i want

#

:(

worldly cave
#

no clue what that is supposed to represent

#

but you can absouletely have a local repo with git

#

so if you want that, do that.

mint gull
#

hes upset all the code is just in folders with version titles

worldly cave
#

thats something else entirely to what you are saying

silent mica
#

You generally can ignore most of the additional features if you don't need them. A lot of us use a few commands or buttons for most of our version control use.

worldly cave
#

i also dont know what kind of kurzgesagt ass videos youre watching about git, but almost everything is explained on https://git-scm.com/

#

most people dont even bother using branches

#

just a main branch and thats it, which for preprod is servicable, but yeah you can use the bare minimum

mint gull
#

all i want is to package the code that works into a folder and save it for a rainy day so if i screw up i have a few backups so i can start again

worldly cave
#

yes that is version control

#

and as ive said it 3 times already

#

you can use a local repository with git to do exactly what you want to do.

mint gull
#

man i dont want to learn 5,000 different pieces of software i just want to build the stuff i want to build

worldly cave
#

it takes like 15 minutes to learn the very basics of git

#

as well to set up a repository

mint gull
#

15 minutes times however many times someone tells me to download something new

worldly cave
#

you need to download like 1 thing for git... and its git

#

better yet you can use github, keep the repo on a "cloud" for free and use their GUI github desktop client

mint gull
#

why cant unity just save everything into a new folder of my choice

worldly cave
#

literally nothing is stopping you from doing it manually....

balmy kettle
#

that's honestly one of the absolute worst ways to handle versioning your code though. imagine needing extra gigabytes of space because you have a bunch of different versions that you keep in separate directories

worldly cave
#

if they dont want to learn git its their choice đŸ€·â€â™‚ïž

#

however inefficient it may be

mint gull
worldly cave
#

it will cascade

mint gull
#

I dont think i will hit 20 TB any time soon

worldly cave
#

theres nothing wrong with eating soup with a fork... but doing it just because you refuse to learn how to use a spoon is silly

mint gull
#

but if it comes to that i can deal with it later

worldly cave
#

theres also many other benefits to version control

balmy kettle
# mint gull storage space not very much an issue atm

i mean, not yet, but your idea is going to eat storage.
plus if you ever want to work with anyone else, including as a job, you'll need to learn how to use version control anyway. it's an industry standard for a reason

worldly cave
#

youre also very stubborn about learning something very simple

mint gull
balmy kettle
#

well you see, most people intend to actually complete things

#

plus, it's much easier to handle versioning with git, rather than waiting for the copy to complete (since that has to write all of the code to disk again), you just tag whatever specific commit was the last one for that version and bam, you can not only get back to it easily, but you can also find it super easy too

worldly cave
#

who tf đŸ€š

worldly cave
#

instead of just telling git to discard any changes

#

saves so much time and removes any risk

mint gull
worldly cave
#

you would if you go with your own approach

#

and you dont use git

#

git litterally tells you exactly what changes happened where

mint gull
#

no because i can just say f it and go back from what i know

balmy kettle
mint gull
#

instead of the monstrous mess ive been making

worldly cave
#

automatically whenever you want

#

but i think this conversation has run its course... im not going to try to sell you on git anymore, if you dont want to use it dont, youre only creating an issue for yourself, doesnt affect anyone else here, good luck!

balmy kettle
#

doesn't affect anyone here until they come back "help, i lost all my changes since the last time i copy pasted my entire project to another folder, how can i get them back"

worldly cave
#

not our problem, i am perfectly capable of ignoring people :)

mint gull
#

what do you guys do for importing packages that have way more things than you need and keeping the massive list of prefabs separated from what youre actually using

worldly cave
#

packages let you select exactly what you want to import

mint gull
#

can i download the package somewhere else and just pull in the ones i need?

#

well it might be nice to have them available

worldly cave
#

then import everything

mint gull
#

i accidentally imported one with so many and then i didnt see anywhere to unimport

worldly cave
#

there is no "unimport"

#

you delete the folders and assets

mint gull
#

yea

worldly cave
#

or

#

you use version control

#

and just revert back instantly

balmy kettle
#

you can selectively import more stuff later on, it will still be downloaded to your computer as the full package in the global package cache

worldly cave
#

but we know thats not going to happen

worldly cave
#

the entire thing gets downloaded, you just choose which part of it you want to add to the project

mint gull
worldly cave
#

that shouldnt happen, almost all packages get imported to their own root folder

balmy kettle
# mint gull how?

there's nothing special you need to do. that's just how it works. you can import the same asset as many times and it will only import what you've selected

mint gull
#

I fixed it by just making a new project and taking what I needed but i was curious how to avoid the problem in the future

worldly cave
#

unless you used their directories to save your own prefabs

mint gull
balmy kettle
#

just to confirm, you are referring to assets right? because those do work different than actual packages which you can't even modify* anyway

#

because then it's literally just a matter of paying attention to what you are doing

mint gull
#

i installed a ui kit from the asset store

worldly cave
storm patio
worldly cave
#

it looks like this

balmy kettle
loud swallow
#

does anyone know why my tilemap has this like bleeding effect?

mint gull
# worldly cave

ok, and then it imports the ones i selected but still downloads the rest into a global repository?

worldly cave
#

global package cache

#

not a repository, a repository is something else, something you dont want to use

mint gull
#

and to bring those in i just import the selected ones again

#

from the package manager

worldly cave
#

yes but you dont want to import the ones you already imported

#

you import everything else you want

mint gull
#

alright, thanks

storm patio
rapid birch
#

Ohh sorry

loud swallow
storm patio
#

seems like maybe a ppu mismatch

#

was the original texture just a png or smth else?

loud swallow
#

just a png

loud swallow
#

one tile is 16x16

storm patio
#

yeah the ppu does seem to be correct there

humble kayak
#

Question, how am I supposed to get a minimum spec list? I can run the game on my gaming pc and bad office pc perfectly fine at like 200 fps- but if I post this on steam I prob need to get that info.

#

My office pc has a very old 1660ti and my gaming pc has a 5070

#

My game is not very intensive due to heavy optimizations

uncut karma
# humble kayak Question, how am I supposed to get a minimum spec list? I can run the game on my...

There's a few ways. The classic way is to run on a potato. If it works there then that's your minimum spec. You can get get several friends to play your game and report on their findings. Average frame rates etc.

Know where the general hardware usages are. Even if it runs well is your game more CPU or GPU intensive? You can use the profiler (not in editor) to work out the time everything took on various hardware configurations or even use your gaming PC and approximate backwards. You can use task manager to work out RAM consumption.

Outside of approximating things or getting real data from people you know there are agencies that can benchmark your game and give you a proper performance analysis. Of course that last option has a cost associated with it.

Regardless of how to approach it, try to stick to the industry standard (last time I checked) of what minimum and recommended are trying to represent. Recommended is 60fps at 1080p and minimum is 30fps at 1080p.

random flame
#

if i am having issues likei am right now with getting shaders to load in instead of being a magenta pink is there any voice chats i can hop in to get help from some friendly people??

copper gust
#

no voice chats sorry

random flame
random flame
#

So I have a quick question. I haven’t had any issues with lag until I recently imported an asset that is fairly large with a lot of materials like lamps, benches chair, chairs, etc. if I load just the building with all of the extra decorations taken out, there is no lag, but I would like to have all the decorations already preinstalled. What can I do to increase my FPS? I have already did occlusion calling

uncut karma
# icy leaf I understand a bit of it but I wouldn't be able to write the script from scratch...

Glad you had fun and learned some stuff. This sort of highlights the issue I was discussing earlier. Copypasta doesn't really teach you a lot because you aren't aware of the fundamentals of what you're creating and how. I encourage you to stick with that controller script. Try to expand it a little. Rewrite elements of it but apply it to something else. For example to a cube with a fixed camera so you can move a cube around the scene. Start to put walls in with physics colliders that stop the cube from moving outside an area. Maybe change the colour of the cube when it hits a wall?

hushed hamlet
# random flame So I have a quick question. I haven’t had any issues with lag until I recently i...

I'd start with the profiler and looking at things like poly and batch counts.

A small trick. For complex geometry, turning off colliders can give you a surprising loading boost (at least back in earlier unity versions, I haven't needed to benchmark it in about 7 years). But the short answer with Unity is (usually) fixing batching and LODs - assuming that's what profiler (heavy gpu use) and stats screen (poly and batch count) is telling you

#

Which sounds easy but is not

uncut karma
copper gust
#

afaik gpu instancing isn't always the best option

#

depends on situation

uncut karma
# copper gust afaik gpu instancing isn't always the best option

Oh absolutely, like in the case where you don't have a lot of duplicate objects or you have objects that look almost the same but have different textures. You're just incurring overhead by having GPU instancing enabled.

Usually though if you have lots of similar geometry you will notice a difference. Even if its just slight.

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
‱ ** Collaboration & Jobs**

indigo lily
#

sorry

south vault
untold gale
#

killed a huge bug (programing bug) time to go to bed before i regret it!

latent meadow
hushed fjord
#

guys how do i make a text cast a shadow

#

on tmp on a button

copper gust
#

what kind of shadow

hushed fjord
#

a regular shadow

copper gust
#

unity does not support that on it's own afaik

hushed fjord
#

oh damn

#

should i just double the text, change the opacity to something lower and slightly move it to imitate a shadow?

latent meadow
#

there are many tutorials on how to cast shadows from text. perhaps a google will help you.

hushed fjord
#

yeah

copper gust
#

that's not a regular shadow 😛

hushed fjord
#

damn

copper gust
hushed fjord
#

yeah english is not my first language

#

didnt know that was called drop shadow

viral moth
#

Hi, has anyone seen this with Unity Humanoid + Mixamo?

My character rotates ~90° on Y during an attack, even with Apply Root Motion off. The Mixamo clip seems to drive facing from the chest toward the enemy. I want to keep one stable overall facing direction for the whole character and ignore that chest-driven direction, while keeping the attack motion.

Has anyone fixed this cleanly?

latent meadow
coral violet
#

Gotta love textures stretching when I scale them

tranquil parrot
#

Anyone wanna make a horror game with me

viscid raft
vagrant rootBOT
# viscid raft !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
‱ ** Collaboration & Jobs**

tranquil parrot
#

Do you want to

#

Anyone

latent meadow
tranquil parrot
#

I’ll get hacked

#

Idk that site

latent meadow
#

that is an official Unity site. regardless, the rules do not change because you feel like it.

tranquil parrot
#

Do you want to dev with me tho

latent meadow
#

are you daft?

tranquil parrot
#

Yea

#

I did map

latent meadow
#

there is no collab here. stop asking. next one comes from a moderator.

tranquil parrot
#

Get out

#

Get aload of this guy

latent meadow
#

<@&502884371011731486> we have a clueless one

tranquil parrot
#

Sick

#

<@&502880774467354641> ban this kid

sage basin
#

If you're looking to collab with someone, use Unity Discussions

tranquil parrot
#

I got a high rank than you I called a admin

sage basin
#

and don't ping admins.

tranquil parrot
#

Ok

unreal sluice
#

Hi there, for collabs use Discussions

tranquil parrot
#

Then can I ping mods

unreal sluice
#

It's a Unity website

tranquil parrot
#

Yes ok

latent meadow
#

that's 4 telling him to use collab site.

tranquil parrot
#

That’s all I needed I never need a mod or this pickle to tell me

#

Only a admin

#

Got it I’ll go there

unreal sluice
#

@latent meadow is a user that always helps and support other users in this community. He's also a resident, meaning he's a trustworthy user in the discord server
You can trust what they say

viscid raft
tranquil parrot
#

I NEVER

#

Admin tell this guy to stop

#

Stop using emojis on text @viscid raft you get banned

sage basin
#

!warn 1491120773870653551 Don't send unsolicited DMs, unnecessarily mention other roles, or make collaboration posts. If you're going to continue trolling here you will be banned.

vagrant rootBOT
sage basin
#

!mute 1491120773870653551 7d come back in a week when you've cooled off

vagrant rootBOT
latent meadow
fallen dragon
#

i see, thanks

solar vapor
#

Hello everyone, I recently observed that ironSource ads are no longer serving in any of my apps. I’m using AdMob mediation with ironSource integrated.

From what I understand, ironSource direct demand might have been sunset recently. can anyone confirm if this is the reason for no fill? Or is there any workaround?

latent meadow
#

i think ironsource is part of #1390346533127458889 , so you might have better luck moving the question to that forum

charred fog
#

Wasn't it in the news that it is shut down by Unity now, or going to be shut down?

solar vapor
#

Looks like we need to rely more on other networks

fallen dragon
#

Can someone help? I made a build for android, and i have only 70mb worth of assets, but when i install the game its 200mb???

latent meadow
fallen dragon
#

its 200mb both on windows and android with only 70mb worth of assets

latent meadow
#

you understand that Unity itself, which displays yours assets, takes up space too, right?

fallen dragon
#

i understand, but isnt it too much? id expect unity to use 50mb or 75mb, but not 125mb+

latent meadow
#

i would say no, that is not a lot, but others may have ideas

humble kayak
#

Oh wait we talking about the unity build

#

Nvrm lol

fallen dragon
#

i set the code build mode to optimize for build size instead of runtime speed, it still runs stable but build size is now only 165 MB

safe garden
#

whenever I change fog density on the environment tab, hit play, it resets it to 0.001 - is there a way to keep it at what I set it to?

latent meadow
#

first step is making sure it still does that after restarting the project

safe garden
#

gonna try now ty

latent meadow
#

also, isn't the environment tab settings for baking lighting?

safe garden
#

wtf it loaded fine now

#

thanks man

#

saved me a ton of time

#

oh wait let me try play, might have spoken too soon 😄

#

yea it reverted back to default - I think there may be a script overriding the fog settings, have to ask our unity dev

fleet crater
#

Aoa

#

How are u guys?

latent meadow
faint hound
#

Which channel should I use, if i have a question regarding the Project settings in Unity?

latent meadow
#

this one

faint hound
#

I use HDRP and i alwalys have this Warning. However if i click on open, the Box for Volumetric Fog is checked. So i dont really know what to do

latent meadow
#

you may want to google exactly that, while waiting for a response.

clever comet
#

How can I tell my renderer to allow two direction lights to render two separate shadows?

latent meadow
lament fox
#

unity making a "make game" button now bro 💔

latent meadow
#

AI has been in Unity for a while now. this most recent is just expansions for it

faint hound
latent meadow
faint hound
#

There is no Scene tab visible

latent meadow
faint hound
#

alright, thanks

hasty ether
#

Sometimes the visuals of my game disappoints me 😔. How can i improve the visual quality of my game?

uncut karma
rough field
mint gull
hasty ether
#

I am aiming for Desktop, Android and IOS. I am stuck right now. If I try to increase the visual quality like (light, shadows) the game fps gets too low for handheld devices.

vivid cedar
latent meadow
#

you are supposed to bake lighting, in general, for low end platforms. the visual quality can be amazing. also, if you are going to continue, please make a Thread

#

and expecting a mobile device to compete realtime visually with PCs is generally not a wise thought (it gets quite good with tricks though)

hasty ether
#

Oh that's a nice idea.. But they won't look similar on all devices.. I want my game to be simple but with good visuals on every device..

latent meadow
#

i suggest you start the long journey of researching how, then.

hasty ether
#

I appreciate your help 🙏

vagrant bramble
#

Is there a way to rename or distinguish components? I got 6 box colliders for one hitbox (for face distinction)

potent geyser
#

Not natively, no. I suppose you could write some custom inspector for it.

#

Otherwise, child them to the to the object and let them call up to the parent whenever they collide with something.

vivid cedar
stuck flower
vivid cedar
#

Or - individually reference each in an array or with individual variables

#
public Collider TopCollider, BottomCollider, LeftCollider, RightCollider, FrontCollider, BackCollider;```
wispy pollen
latent meadow
vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

viscid egret
#

unity shouldnt label non LTS as recommended -> lts should be recommended esp to beginners

latent meadow
#

we are all annoyed about that one

viscid egret
#

recommended is like beta -> then noobs go complain to asset creators about why its not working with what unity recommended

rough field
#

its not beta and it honestly makes no difference if you are not updating like at all

latent meadow
#

"like beta", and it pretty much is.

copper gust
rough field
latent meadow
#

i really am not going to get into it, but you can go use it for yourself if you choose.

rough field
#

I am, thats why I said it

viscid egret
#

more so breaking shader changes every version what i noticed or many

latent meadow
#

there are several issues that are Editor level that you, the user, cannot fix. they are just bugs that are there

#

the most stable experience, aside from 2022 😅 would be 6.0

rough field
#

I pretty much upgrade my project every month or so to latest, so I can stay up to date, updating with bigger version gaps is more likely to cause issues

#

especially now during the CoreCLR transition

latent meadow
#

you are the exact crowd Unity wants using 6.4. please make sure to file bug reports as you find things

rough field
tidal nymph
#

How do I fix this error

latent meadow
tidal nymph
#

Anyone,m

#

Anyone?

latent meadow
#

do not spam.

stuck flower
tidal nymph
#

!ask

vagrant rootBOT
# tidal nymph !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #đŸŒ±â”ƒstart-here

tidal nymph
#

?ask

#

!ask how do I fix this error

vagrant rootBOT
# tidal nymph !ask how do I fix this error

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #đŸŒ±â”ƒstart-here

latent meadow
#

Read the bot message you are spamming.

stuck flower
tidal nymph
#

Wym

stuck flower
#

I mean you're supposed to read the bot message, not keep spamming it

gray flame
#

What sort of impact does it have on performance and build size if I use layered photoshop PSBs instead of PNGs for character graphics?

latent meadow
gray frigate
#

The only way it could matter would be if Unity had different default importer settings for that file format

#

e.g. if it always imported them as completely uncompressed textures (it does not do this)

#

I don't think it does

#

hunanbean is correct: the file is imported into some internal format that Unity likes

#

similarly, it does not matter if you import a .wav, an .mp3, an .ogg, etc.

stuck flower
#

Pretty sure the only "cost" to this is import time

gray flame
#

thank you! I appreciate all the responses. Sounds like I can just use what makes the most sense for my workflow on that particular asset

radiant pewter
#

are there no new flash deals today? (on the asset store)

dusk lichen
#

should i never use getcomponent in update functions unless absolutely necessary?

stuck flower
dusk lichen
#

so if getcomponent is needed in update, it means ive implemented it wrong pretty much?

latent meadow
dusk lichen
#

and i should refactor?

radiant pewter
#

that would be a shame though